/Engine/Plugins/VirtualProduction/DMX/DMXPixelMapping/Source/DMXPixelMappingBlueprintGraph/Public/K2Node_PixelMappingBaseComponent.h
Add Execution for blueprint node That is the place where we set a compiler and spawn extra node for blueprint execution
void ExecuteExpandNode ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph, const [FName](API\Runtime\Core\UObject\FName) & SubsystemFuncitonName, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InComponentNamePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutComponentPin )